Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Effective talent level: 5.2Use mode: ActivatedParadox cost: 24Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time.
Once either the maximum damage (478) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns).
Each turn the restoration field is active, you get healed for 10% of the absorbed damage.
While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 50%.
The shield's max absorption will increase with your Spellpower.

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: For the next 1 turns you may not create minor anomalies. You do not regain Paradox or lose the spell you're casting if a random anomaly would normally occur.
This spell has no effect on major anomalies.

Static History

0/5

Chronomancy / Speed Control

1.30

Effective talent level: 0.0Use mode: PassiveDescription: When you move you gain 0% movement speed for 1 turns. This effect stacks up to three times but can only occur once per turn.

Celerity

0/5

Effective talent level: 0.0Use mode: PassiveDescription: When you use a non-instant chronomancy spell you gain 0% attack, spell, and mind speed for 1 turns. This effect stacks up to three times but can only occur once per turn.

Effective talent level: 0.0Use mode: PassiveDescription: Learn to lay Warp Mines in a radius of 1. Warp Mines teleport targets that trigger them either toward you or away from you depending on the type of mine used and inflict 11.68 physical and 11.08 temporal (warp) damage.
The mines are hidden traps (1 detection and 1 disarm power based on your Magic), last for 3 turns, and each have a ten turn cooldown.
Investing in this talent improves the range of all Spacetime Folding talents and the damage caused by your Warp Mines will improve with your Spellpower.

Current Spacetime Folding Range: 3

Warp Mines

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 12Range: 3Cooldown: 8Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Tether the target to the location for 4 turns.
Each turn the target has a 15% chance per tile it's travelled away from the tether to be teleported back, inflicting 11.68 physical and 11.08 temporal (warp) damage to all enemies in a radius of 0 at both the entrance and exit locations.
The damage will scale with your Spellpower.

Spatial Tether

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 12Range: 3Cooldown: 4Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Randomly teleports all enemies within a radius of three. Enemies will be teleported between 2 and 3 tiles from you and may be stunned, blinded, confused, or pinned for 1 turns.
The chance of teleportion will scale with your Spellpower.

Banish

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 20Range: 3Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Create a radius three anti-teleport field for 3 turns and daze all enemies in the area of effect for two turns.
Enemies attempting to teleport while anchored take 13.51 physical and 12.81 temporal (warp) damage.
The damage will scale with your Spellpower.

Dimensional Anchor

0/5

Chronomancy / Timeline Threading

1.30

Effective talent level: 1.3Use mode: ActivatedParadox cost: 10Range: 10Cooldown: 4Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Rethread the timeline, dealing 152.56 temporal damage to the target before moving on to a second target.
Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.
The damage will increase with your Spellpower.

Rethread

1/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 24Range: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: For the next 3 turns two alternate versions of you enter your timeline. While the effect is active all damage done by you or your copies is reduced by two thirds and all damage received is split between the three of you.
Temporal Fugue does not normally cooldown while active. You may take direct control of your clones, give them orders, and set their talent usage.
Damage you deal to Fugue Clones or that they deal to you or each other is reduced to zero.

Temporal Fugue

1/5

Effective talent level: 1.3Use mode: PassiveDescription: Your Rethread now braids the lifelines of all targets it hits for 3 turns. Braided targets take 17% of all damage dealt to other braided targets.
The amount of damage shared will scale with your Spellpower.

Braid Lifelines

1/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 24Range: 10Cooldown: 24Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Over the next 5 turns, you attempt to remove the target from the timeline, lowering its resistance to physical and temporal damage by 23%.
If you manage to kill the target while the spell is in effect, you'll be returned to the point in time you cast this spell and the target will be slain.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
The resistance penalty will scale with your Spellpower.

Cease to Exist

1/5

Chronomancy / Gravity

1.60

Effective talent level: 6.4Use mode: ActivatedParadox cost: 10Range: melee/personalCooldown: 4Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Sends out a blast wave of gravity in a radius 6 cone, dealing 300.86 base physical (gravity) damage and knocking back targets caught in the area.
Targets knocked into walls or other targets take 25% additional damage and deal 25% damage to targets they're knocked into.
Closer targets will be knocked back further and the damage will scale with your Spellpower.

Repulsion Blast

4/5

Effective talent level: 6.4Use mode: ActivatedParadox cost: 15Range: 6Cooldown: 6Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Creates a gravity spike in a radius of 4 that moves all targets towards the spell's center and inflicts 337.34 physical (gravity) damage.
Each target moved beyond the first increases the damage by 42.17 (up to a maximum of 168.67 bonus damage).
Targets take reduced damage the further they are from the epicenter (20% less per tile).
The damage dealt will scale with your Spellpower.

Gravity Spike

4/5

Effective talent level: 1.6Use mode: SustainedSustain paradox cost: 24Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Create a gravity field around you that converts 17% all damage you deal into physical damage, slows incoming projectiles by 22%, and protects you from all gravity damage and effects.
Additionally, damage dealt by Repulsion Blast has a 35% chance to reduce the target's knockback resistance by half for two turns.

Gravity Locus

1/5

Effective talent level: 6.4Use mode: ActivatedParadox cost: 20Range: 6Cooldown: 12Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Increases local gravity in a radius of 4 for 8 turns, dealing 78.04 physical (gravity) damage as well as decreasing the global speed of all affected targets by 33%.
The damage done will scale with your Spellpower.

Gravity Well

4/5

Chronomancy / Timetravel

1.50

Effective talent level: 1.5Use mode: ActivatedParadox cost: 10Range: 10Fixed Cooldown: 3Travel Speed: 300% of baseUsage Speed: Spell (91% of a turn)Is: a spellDescription: Pull a bolt of temporal energy back through time. The bolt will home in on your location, dealing 101.74 temporal damage to targets, and reducing the cooldown of one chronomancy talent on cooldown by one turn per enemy hit.
The bolt gains 5% damage each time it moves and the damage will scale with your Spellpower.
At talent level five cooldowns are reduced by two.

Effective talent level: 1.5Use mode: ActivatedParadox cost: 24Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Creates a temporal echo in a radius of 2 around you. Affected targets take 154.90 temporal damage, as well as up to 24% of the difference between their current life and max life as additional temporal damage.
The additional damage will be divided by the target's rank and the damage scales with your Spellpower.

Echoes From The Past

1/5

Chronomancy / Matter

1.50

Effective talent level: 6.0Use mode: ActivatedParadox cost: 10Range: 10Cooldown: 3Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Fires a beam that turns matter into dust, inflicting 152.11 temporal damage and 160.39 physical (warp) damage.
Alternatively you may target yourself, creating a field of radius 3 around you that will inflict the damage over three turns.
The damage will scale with your Spellpower.

Effective talent level: 1.5Use mode: ActivatedParadox cost: 15Range: 10Cooldown: 14Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Create a tightly bound matter wall of up to a length of 3 that lasts 4 turns.
If any part of this wall is dug out it will explode, causing targets in a radius of 1 to bleed for 147.91 physical damage over six turns.

Materialize Barrier

1/5

Effective talent level: 3.0Use mode: SustainedSustain paradox cost: 24Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: While active your physical and temporal damage has a 34% chance to remove one beneficial physical or magical temporary effect (respectively) from targets you hit.
Only one physical and one magical effect may be removed per turn from each target.
Additionally your Dust to Dust spell now digs up to 3 tiles into walls.

Disintegration

2/5

Generic Talents

Chronomancy / Chronomancy

1.30

Effective talent level: 2.6Use mode: ActivatedParadox cost: 10Range: 17Cooldown: 20Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: You peer into the future, sensing creatures and traps in a radius of 17 for 5 turns.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight bonuses) while Precognition is active.

Precognition

2/5

Effective talent level: 0.0Use mode: PassiveDescription: Gain 3 defense and 1% chance to shrug off critical hits.
If you have Precognition or See the Threads active these bonuses will be added to those effects, granting additional defense and chance to shrug off critical hits.
These bonuses scale with your Magic stat.

Foresight

0/5

Effective talent level: 0.0Use mode: SustainedSustain paradox cost: 36Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: Choose an activatable spell that affects only you, does not require a target, and does not have a fixed cooldown. When you take damage that reduces your life below 16% the spell will automatically cast.
This spell will cast even if it is currently on cooldown, will not consume a turn or resources, and uses the talent level of Contingency or its own, whichever is lower.
This effect can only occur once every 50 turns and takes place after the damage is resolved.

Current Contingency Spell: None

Contingency

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 24Range: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: You peer into three possible futures, allowing you to explore each for 1 turns. When the effect expires, you'll choose which of the three futures becomes your present.
If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active.
This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful.
If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end.
This spell may only be used once per zone level.

See the Threads

0/5

Chronomancy / Spacetime Weaving

1.30

Effective talent level: 2.6Use mode: ActivatedParadox cost: 10Range: 6Cooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Teleports you to up to 6 tiles away, to a targeted location in line of sight.
At talent level 5 you may swap positions with a target creature.

Dimensional Step

2/5

Effective talent level: 0.0Use mode: PassiveDescription: When you teleport you reduce the duration of a single detrimental effect by 0 turns.

Dimensional Shift

0/5

Effective talent level: 0.0Use mode: ActivatedParadox cost: 10Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 13 accuracy).
The wormholes will last 3 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.

Wormhole

0/5

Effective talent level: 0.0Use mode: SustainedSustain paradox cost: 36Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Spell (91% of a turn)Is: a spellDescription: When you teleport you fire a pulse that jolts enemies out of phase in a radius of 0 around both the start and the destination point.
Each target has a 2% chance per tile you travelled to be stunned, blinded, confused, or pinned for 1 turns.

Phase Pulse

0/5

Chronomancy / Fate Weaving

1.30

Effective talent level: 5.2Use mode: PassiveDescription: Each time you would take damage from someone else you gain one Spin, increasing your defense and saves by 9 for three turns.
This effect may occur once per turn and stacks up to three Spin (for a maximum bonus of 27).

Spin Fate

4/5

Effective talent level: 1.3Use mode: ActivatedParadox cost: 10Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate to Seal Fate for 5 turns. When you damage a target while Seal Fate is active you gain Spin and have a 17% chance to increase the duration of one detrimental status effect on it by one turn.
If you have Spin Fate active the chance will be increased by 33% per Spin (for 35% at three Spin.)
The duration increase can occur up to 1 times per turn and the bonus Spin once per turn.

Effective talent level: 3.9Use mode: ActivatedParadox cost: 24Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: For the next 5 turns you displace 27% of any damage you receive onto a random enemy.
While Webs of Fate is active you may gain one additional Spin per turn and your maximum Spin is doubled.

Webs of Fate

3/5

Race / Shalore

1.00

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 46Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Call upon the grace of the Eternals to increase your general speed by 32% for 5 turns.
The speed bonus will increase with your Dexterity or Magic (whichever is higher).

Grace of the Eternals

1/5

Effective talent level: 5.0Use mode: PassiveDescription: Reality bends slightly in the presence of a Shaloren, due to their inherent magical nature.
Increases critical chance by 10% and critical strike power by 20%.

Magic of the Eternals

5/5

Effective talent level: 1.0Use mode: SustainedRange: melee/personalCooldown: 47Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: As the only immortal race of Eyal, Shaloren have learnt, over the long years, to use their innate inner magic to protect themselves.
21% chance to become invisible (power 19) for 5 turns, when hit by a blow doing at least 10% of their total life.

Secrets of the Eternals

1/5

Effective talent level: 2.0Use mode: ActivatedRange: melee/personalFixed Cooldown: 50Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: The world grows old as you stand through the ages. To you, time is different.
Reduces the time remaining on detrimental effects by 5, most cooling down talents by 2, and increases the time remaining on beneficial effects by 2 (up to 2 times the current duration).

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Matter Weaving

talent

Disintegration

talent

Gravity Locus

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.

And now for a grave

active

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies.

There are also rumours of a renegade Shaloren camp to the west.

* You have explored the scintillating caves and destroyed the Spellblaze Crystal.* You have explored the Rhaloren camp and killed the Inquisitor.

Echoes of the Spellblaze

done

You failed to protect the injured seer from death by Ardon.

Escort: injured seer (level 2 of Daikara)

failed

You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest.
As a reward you improved Magic by +2.

Escort: lone alchemist (level 2 of Old Forest)

done

You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul.
As a reward you improved talent Vitality (+1 level(s)).

Escort: lost warrior (level 2 of Ruins of Kor'Pul)

done

You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest.
As a reward you improved Strength by +2.

Escort: worried loremaster (level 4 of Old Forest)

done

The unhallowed morass is the name of the 'zone' surrounding Point Zero.
The temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on.* You have explored the morass and destroyed the weaver queen, finding strange traces on it.* You have helped defend Point Zero.

Future Echoes

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope.
Melinda was saved from the brink of death at the beach, by a strange wave of blight.
The Fortress Shadow said she could be cured.

Melinda, lucky girl

active

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have unlocked the training room.* You have unlocked the hall of reflections.* You have upgraded your rod of recall to transport you to the fortress.* You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal.

The fortress's current energy level is: 150.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.

Storming the city

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.Stire of Derth has completed an elixir of avoidance without your aid.Stire of Derth has completed an elixir of precision without your aid.Marus of Elvala has completed an elixir of mysticism without your aid.
Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed honey tree root.
Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed bloated horror heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...'You have aided Agrimley the hermit in creating an elixir of serendipity.You have aided Agrimley the hermit in creating an elixir of focus.
Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed storm wyrm claw. * You've found the needed red crystal shard.You have aided Ungrol of Last Hope in creating an elixir of foundations.

The Brotherhood of Alchemists

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

active

You discovered a sect worshipping a demon named Kryl-Feijan in a crypt.
They were trying to bring it back into the world using a human sacrifice.
You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.

The Sect of Kryl-Feijan

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
2 lumberjacks have died.

The beast within

done

You have found a slavers' compound and entered it.

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

Dimterror of the Blightspawn

On head

Un'fezan's Cap (1 def, 0 armour)
Requires:- Level 15

Powered by arcane forces
Infused by psionic forces2.00 Encumbrance.

[Unique]
Type: armor / head ; tier 3

It is part of a set of items.Needs something equally stylish and cool to go with it.The set is complete.When wielded/worn:
Defense: +1 (+1 eff.)
Changes stats: +8 Cun / +4 Wil
Changes resistances: +10% physical / +10% temporal
Changes damage: +10% physical / +10% temporal
Talent mastery: +0.20 Chronomancy / Timetravel
Confusion immunity: +40%
Spellpower: +8 (+2 eff.)
Mindpower: +8 (+4 eff.)
Casting speed: +10%
Reduces paradox anomalies(equivalent to willpower): +25It can be used to activate talent Wormhole (costing 15 power out of 15/15) :Effective talent level: 1.3Power cost: 15 out of 15/15.Range: 10Travel Speed: instantaneousIs: a spellDescription: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy).
The wormholes will last 6 turns and must be placed at least two tiles apart.
The chance of teleporting enemies will scale with your Spellpower.

This fez once belonged to a traveler; it always seems to be found lying around in odd locations.Fezzes are cool.This item has been sent to the Item's Vault.

An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul.

Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers.This item has been sent to the Item's Vault.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you.This item has been sent to the Item's Vault.

Light of Revelation

Summertide Phial
Requires:- Level 15

Infused by nature1.00 Encumbrance.

[Unique]
Type: lite / lite

When wielded/worn:
Changes resistances: +30% light
Changes damage: +10% light
Light radius: +4
Healing mod.: +10%It can be used to call light (110 power, based on Willpower), costing 10 power out of 15/15.

A small crystal phial that captured Sunlight during the Summertide.This item has been sent to the Item's Vault.

Summertide Phial

Eye of the Dreaming One
Infused by psionic forces2.00 Encumbrance.

[Unique]
Type: tool / misc ; tier 1

When wielded/worn:
Changes stats: +5 Wil
Mental save: +10 (+4 eff.)
Mindpower: +5 (+2 eff.)
The wearer is asleep.Lucid Dreamer: This item allows the wearer to act while sleeping.It can be used to activate talent Sleep (costing 20 power out of 25/25) :Effective talent level: 3.0Power cost: 20 out of 25/25.Range: 7Travel Speed: instantaneousIs: a mind powerDescription: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn.
When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect.
At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn.
The damage threshold will scale with your Mindpower.

This ethereal eye stares eternally, as if seeing things that do not truly exist.

This cracked gemstone looks faded with age. It appears to have once been the eye of a golem.

Prothotipe's Prismatic Eye

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Skull of the Rat Lich
Powered by arcane forces1.00 Encumbrance.

[Unique]
Type: tool / skull ; tier 3

When wielded/worn:
Damage when hit (Melee): 12 darkness
Spellpower: +10 (+2 eff.)
Spell crit. chance: +4%It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70.

This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets.

Eye of the storm (Exploration mode)Freed Derth from the onslaught of the mad Tempest, Urkis.
By Ardon the Shalore Paradox Mage level 1925th Regrowth 123rd year of Ascendancy at 20:53see stats

Home sweet home (Exploration mode)Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Ardon the Shalore Paradox Mage level 181st Allure 123rd year of Ascendancy at 20:43see stats

Level 10 (Exploration mode)Got a character to level 10.
By Ardon the Shalore Paradox Mage level 1010th Haze 122nd year of Ascendancy at 22:49see stats

Level 20 (Exploration mode)Got a character to level 20.
By Ardon the Shalore Paradox Mage level 2025th Regrowth 123rd year of Ascendancy at 20:53see stats

Rescuer of the lost (Exploration mode)Rescued the merchant from the assassin lord.
By Ardon the Shalore Paradox Mage level 1010th Haze 122nd year of Ascendancy at 23:46see stats

Savior of the damsels in distress (Exploration mode)Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.
By Ardon the Shalore Paradox Mage level 253rd Pyre 123rd year of Ascendancy at 09:37see stats

Size matters (Exploration mode)Did over 600 damage in one attack.
By Ardon the Shalore Paradox Mage level 171st Allure 123rd year of Ascendancy at 01:23see stats

The Right thing to do (Exploration mode)Did the righteous thing in the ring of blood and disposed of the Blood Master.
By Ardon the Shalore Paradox Mage level 2360th Regrowth 123rd year of Ascendancy at 21:12see stats

The secret city (Exploration mode)Discovered the truth about mages.
By Ardon the Shalore Paradox Mage level 89th Dusk 122nd year of Ascendancy at 19:02see stats

Log

Ardon wears (replacing Hurikhad the copper ring): Wheel of Fate.
Today is the 42nd Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 09:15.
Hotkey page 1 is now displayed.The ring does not react.The ring refuses to be removed!
Ardon deactivates Disintegration.
Ardon deactivates Matter Weaving.
Ardon deactivates Gravity Locus.